Drafting and Deck Building in Tower Rush

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To inject variety and test pure fundamental skill, developers frequently feature 'Draft' modes in special events and tournaments.


Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.


The Golden Rules of Picking


The absolute most critical rule of drafting is ensuring you select at least one reliable 'Win Condition' (a card that targets buildings).


Always ask yourself: "If I give this card to my opponent, do I have a counter for it in the cards I have already drafted?"


  • Deny them synergy.
  • Don't draft too heavy.
  • If forced to choose between two terrible cards, give them the more expensive one.

Sabotaging the Opponent


Try to identify what kind of deck they are accidentally building, and feed them cards that completely ruin that synergy.


If you realize they have drafted three heavy, expensive ground tanks, give them a fourth expensive ground unit.


Bad DraftingThe Consequence
Drafting purely for synergy while ignoring the opponent's cardsYou might build a great Golem deck, but you accidentally gave them an Inferno Tower and a P. If you have any queries regarding the place and how to use tower rush, you can get in touch with us at the website. E.K.K.A, rendering your Golem useless
Forgetting to draft any spellsYou will have absolutely no way to finish off a tower with 100 hitpoints remaining in overtime

Adaptability in the Arena


Even if you draft perfectly, you will sometimes end up with an incredibly weird, clunky deck due to bad RNG.


Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.


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